Could we see a list of what, if any, client commands are/aren't allowed to be run on a player? Fry 00:24, 23 January 2009 (UTC)
- Well it's pretty self explanatory. point_clientcommand makes whatever client that triggers it execute commands on themselves. So if the client is in SP mode, they can run both server and client commands. If the player is on an internet server, they're limited to the command list that the server allows. So you aren't going to find players banning other players with this on an MP server (unless the server is pacsteam based or other such warez, in which case it's unknown how it would work.)
- One exception would be if the server has cheats enabled. With cheats enabled, clients could find a way to use point_clientcommand maliciously. It would at most be limited to the victim player disconnecting from the server with possibly corrupt config files. point_servercommand could be exploited the same way, but the malicious user could use it to basically take control of the server. GiGaBiTe 19:51, 25 December 2009 (UTC)
I'm probably far from the only one who tought I would be clever and put this entity (or the point_servercommand entity - whatever) into a map to automatically build cubemaps (buildcubemaps) on map start. (It would spare me from typing it in manually every time.) These entities builds them alright: Over and over and over and over...
I've tried Only Once triggers, removing the firing entity (a logic_auto), and I even tried killing the command entity (and also its entire hierarchy) after 0.2 seconds, but not even this stops the entity. (I'm glad I can exit through hitting Esc and closing the window. Running this fullscreen might force you to reboot.)
Why does it do this? Does it do this with every command, or is it just buildcubemaps?
Update: I think I know the solution to my own problem: It might have to do with the map being restarted once the cubemaps have been built, retriggering the entity as it respawns. You could get around this through either rebuilding cubemaps whenever the player actively pushes a button next to the spawn (or walking into a simple trigger somewhere), or possibly through some global variable (used by env_global) although I think introducing new globals would require some programming.
--MossyBucket (formerly Andreasen) 21:45, 10 February 2011 (UTC)
What if I need to use quotation marks in the command I want this entity to fire? Take a command like bind v "ent_fire nightvisionrelay trigger", how can I make it work without corrupting the VMF file? Is there any way I can make it work without the need of quotation marks? Or can I "instruct" Hammer to read the quotation marks without crashing?
--Mgs Blazer mgs 04:15, 16 August 2012 (PDT)